Sorry for the delay. The behaviour I was seeing (in the NVidia/VXGI) was that I had a choice between vxgi reflections or nothing at all, like in my post earlier. However your latest build has in fact VXGI and SSR, so a big thank you. I am now stuck with the problem that the VXGI performance on a 980ti is abysmal in latest build 4.9.2.
I will try to merge myself the latest patch (#53 Upgrade to UE 4.9.2 and some functional, performance and build fixes.) hopefully it will boost up performance a little.
I havent included 's latest changes that went back to the old backend, so yes performance wonât be as good as it can be. I will get around to merging the changes
I donât know if falls under the Gameworks umbrella per se, but Iâd like to mention that the stand-alone APEX clothing tool for creating .apx/.apb works great except for one problem: for some reason it doesnât export tangents data or itâs an old format being exported, and messes up the materials bad in UE4 when the clothing asset is added.
Just wanted to post a heads up in case it might get fixed, as I really like the standalone tool for quickly making clothing assets, but itâs currently not useful for production.
Every spline is connected to its own single vertex, duplicate spline check is passed properly. Collision sphere added (though makes no difference, its ignored for me during sumulation(?))
Many hair strands are missing, also, if I check display âgrowth meshâ toggle, I do not see my scalp mesh exported, i.e. nothing visually changes in the viewport.
Still that part of the hair, which is shown, is simulated properly, though seems like it is ignoring collision sphere.
Any ideas where I could go wrong with setup? Guide lines are , but not all hair are generated. Also, guide lines seems to be very linear, not smooth as in original.
It is really hard to tell without having the actual files in front of me, I would suggest grabbing the latest HairWorks Viewer (1.1.1) and taking a look at the Male example âSethâ he has quite long hair working correctly, it comes with a . file so you can see how it was put together.
New version of VXGI has been released on NVIDIA Developer. v0.91 (Actually was released on 22nd). I guess is a question more to . The UE4 integration is using CL 19972074. How long for you to upgrade to 20094040? I only ask , as I was planning to merge some of your changes across to my branch soon, but depending on how far you are from getting the latest merged in, I might just wait until then.
Galaxymans 4.9.2_NVIDIA_Techs branch packages fine for me, and I had trouble with the NVIDIA branches not packaging before switching to it.
The only unclear thing for me (being new) from the steps on GitHub was that I also needed set my configuration set to âDevelopmentâ rather than âDevelopment Editorâ after step 5 and then building âUE4â again.
is to generate UE4Game.exe which apparently is a necessary step to get packaging working.
Make sure to switch back to âDevelopment Editorâ before launching with debug.
Check content of your Unreal Engine 4 Editor (directory âEngine\Binaries\ThirdPartyâ ) and compare with file structure of your packaged build (directory âWindowsNoEditor\Engine\Binaries\ThirdPartyâ ). For example, if you have âWaveworksâ directory in editor and it is missing in packaged build, you should copy directory to packaged build.